You can now play the Daemonhunters, a branch of the Inquisition in charge of destroying daemons, chaos cults and all chaotic influence from the Imperium.

The army's commander is the Inquisitor Lord and he commands over the Inquisition's troops.

When the opposition gets too strong, though, he calls on the secret chapter of Space Marines called the Grey Knights, super humans whose absolute faith and mighty psychic powers make them the most formidable soldiers in the service of the Emperor.

Thought of the day: Trust in the God-Emperor. But trust your blade, too.

Collegae dilectissimi, as you can see on your monitors, we do not just sit around for so many years. At least we did something that looks threateningly visually and works evolutionarily from a point of view of utilizing our sacred weapons. The major functional change is that with the Adeptus Astra Telepathica experts assistance, we can predict the actions of objective, and direct the melta beam ahead, ensuring the destruction of the target. See the strike #3 at provided pict record.

Naval Melta Strike Field Test. Performed by Lodge Destructio of Ordo Malleus

Post scriptum: Unfortunately, my Scrivener Adept died from a radiation on that planet, so I translated this text into a foreign language by myself.

Somebody certainly mentioned this already, but could anything be done with Architects?
You can have only two, they are clumsy,slow and they are slow even while using their ability.
Otherwise its one of best and certainly most unique mod I ever seen, with astounding amount of quality.
I hoped that Naval melta could have firepower more similiar to classic Orbital fire ( bigger xd)
Marines and Guards Commanders are using their Orbital fire and Air strike for free, right? And can summon it wherever they are.
A wee bit imbalanced, I would say.

Naval Melta strike is used by the resource cost of your own vehicle?
Huh? I have no idea what it means.
But basically,I'd say Naval Melta is used mainly only againts Relic(Epic) units.
So as to be effectively and correctly used, right?
But yeah, I noticed that much stuff for IDH faction is unique in being accessible at low tiers.

But I am more interested in my question of the number of Architects you can have and their overall slow movement/locomotion behavior, in terms of gameplay balance.
I would suggest something as, access to third Architect in T3 after some upgrade.
They cant even repair, Combat servitors(or however they are called)with repair are at bigger tier and I dont even know if Architects can build structures faster then for example their Imperial Tech-priests equals,where you can have 3 of them.

The situation around Grumpy Orcs "donations" or what is it and his dispute with Zahaqiel around Tyranids seems to be quite saddening.
A stain on otherwise great cooperation,frienship and no jelousy between amazingly talented DoW modding community.

We are reworking Schoolars squad as it was the most iffy squad to use. Balancing out the changes we did with techtree in order to make IDH much less streamlined. Discussing if we are going to add some unit(s) and more.